The Direct3D API is evolving to improve scalability and reduce the constraints of the current processing model. This enables developers to take full advantage of multiple CPU cores and also facilitates new GPU usage scenarios. This talk will discuss the changes made to the Direct3D11 API that enable resource management and rendering work to be submitted across multiple CPU threads. Direct3D 11 also introduces the Compute Shader as a new way to access the huge power of GPUs for brute force processing. It opens the door to use of more general data-structures and new classes of algorithms than GPUs have been able to deliver previously.